神经网络入门 ,源码1
2017-03-17 17:53
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神经网络入门 源码1
说明:以下为与《神经网络入门》连载1-6 相关的“扫雷机(minesweeper)”程序全部C++语言源码,不含头文件,也不含2个改进部分的程序。这是《游戏编程中的人工智能技术》一书所附CD中的内容,仅供已阅读《神经网络入门》连载1-6的读者深入阅读参考,我在源码中未添加任何中文解释,而且今后也不会为其中内容进行解释、答疑,甚至不关心是否有读者“到此一游”过。但可以肯定代码不会有差错,我已实际使用这些源文件编译过(用Borland
C++,V3.1),完全能通过,并生成能正确运行的执行程序。
目 录
以下给出所有程序的清单,但将main.cpp及utils.cpp放在最前面了,其余按次序给出。
1.main.cpp
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#include <stdlib.h>
#include <time.h>
#include "utils.h"
#include "CController.h"
#include "CTimer.h"
#include "resource.h"
#include "CParams.h"
///////////////////////GLOBALS ////////////////////////////////////
char*szApplicationName = "Chapter7 - Smart Sweepers v1.0";
char*szWindowClassName = "sweeper";
//The controller class for this simulation
CController*g_pController= NULL;
//create an instance of the parameter class.
CParams g_Params;
//---------------------------- Cleanup ----------------------------------
//
//simply cleans up any memory issues when the application exits
//-----------------------------------------------------------------------
void Cleanup()
{
if (g_pController)
delete g_pController;
}
//-----------------------------------WinProc-----------------------------
//
//-----------------------------------------------------------------------
LRESULT CALLBACK WindowProc(HWND hwnd,
UINT msg,
WPARAM wparam,
LPARAM lparam)
{
//these hold the dimensions of the client window area
static int cxClient, cyClient;
//used to create the back buffer
static HDC hdcBackBuffer;
static HBITMAPhBitmap;
static HBITMAPhOldBitmap;
switch(msg)
{
case WM_CREATE:
{
//seed the random number generator
srand((unsigned) time(NULL));
//get the size of the client window
RECT rect;
GetClientRect(hwnd, &rect);
cxClient = rect.right;
cyClient = rect.bottom;
//setup the controller
g_pController = new CController(hwnd);
//create a surface for us to render to(backbuffer)
hdcBackBuffer = CreateCompatibleDC(NULL);
HDC hdc = GetDC(hwnd);
hBitmap = CreateCompatibleBitmap(hdc,
cxClient,
cyClient);
ReleaseDC(hwnd, hdc);
hOldBitmap = (HBITMAP)SelectObject(hdcBackBuffer, hBitmap);
}
break;
//check key press messages
case WM_KEYUP:
{
switch(wparam)
{
case VK_ESCAPE:
{
PostQuitMessage(0);
}
break;
case 'F':
{
g_pController->FastRenderToggle();
}
break;
//reset the demo
case 'R':
{
if (g_pController)
{
delete g_pController;
}
//setup the new controller
g_pController = new CController(hwnd);
}
break;
}//end WM_KEYUP switch
}
break;
//has the user resized the client area?
case WM_SIZE:
{
cxClient = LOWORD(lparam);
cyClient = HIWORD(lparam);
//resize the backbuffer accordingly
SelectObject(hdcBackBuffer, hOldBitmap);
HDC hdc = GetDC(hwnd);
hBitmap = CreateCompatibleBitmap(hdc,
cxClient,
cyClient);
ReleaseDC(hwnd, hdc);
hOldBitmap = (HBITMAP)SelectObject(hdcBackBuffer, hBitmap);
}
break;
case WM_PAINT:
{
PAINTSTRUCT ps;
BeginPaint(hwnd, &ps);
//fill our backbuffer with white
BitBlt(hdcBackBuffer,
0,
0,
cxClient,
cyClient,
NULL,
NULL,
NULL,
WHITENESS);
//render the mines and sweepers
g_pController->Render(hdcBackBuffer);
//now blit backbuffer to front
BitBlt(ps.hdc, 0, 0, cxClient, cyClient, hdcBackBuffer, 0, 0, SRCCOPY);
EndPaint(hwnd, &ps);
}
break;
case WM_DESTROY:
{
SelectObject(hdcBackBuffer, hOldBitmap);
//clean up our backbuffer objects
DeleteDC(hdcBackBuffer);
DeleteObject(hBitmap);
// kill the application, this sends a WM_QUIT message
PostQuitMessage(0);
}
break;
default:break;
}//end switch
// default msg handler
return (DefWindowProc(hwnd, msg, wparam, lparam));
}//end WinProc
//-----------------------------------WinMain-----------------------------------------
//Entry point for our windows application
//-----------------------------------------------------------------------------------
int WINAPI WinMain(HINSTANCE hinstance,
HINSTANCE hprevinstance,
LPSTR lpcmdline,
int ncmdshow)
{
WNDCLASSEX winclass;
HWND hwnd;
MSG msg;
// first fill in the window class stucture
winclass.cbSize = sizeof(WNDCLASSEX);
winclass.style = CS_HREDRAW | CS_VREDRAW;
winclass.lpfnWndProc= WindowProc;
winclass.cbClsExtra= 0;
winclass.cbWndExtra= 0;
winclass.hInstance= hinstance;
winclass.hIcon = LoadIcon(hinstance, MAKEINTRESOURCE(IDI_ICON1));
winclass.hCursor = LoadCursor(NULL, IDC_ARROW);
winclass.hbrBackground= NULL;
winclass.lpszMenuName= NULL;
winclass.lpszClassName= szWindowClassName;
winclass.hIconSm = LoadIcon(hinstance, MAKEINTRESOURCE(IDI_ICON1));
// register the window class
if (!RegisterClassEx(&winclass))
{
MessageBox(NULL, "Error Registering Class!", "Error", 0);
return 0;
}
// create the window (one that cannot be resized)
if (!(hwnd = CreateWindowEx(NULL,
szWindowClassName,
szApplicationName,
WS_OVERLAPPED | WS_VISIBLE | WS_CAPTION | WS_SYSMENU,
GetSystemMetrics(SM_CXSCREEN)/2 - CParams::WindowWidth/2,
GetSystemMetrics(SM_CYSCREEN)/2 - CParams::WindowHeight/2,
CParams::WindowWidth,
CParams::WindowHeight,
NULL,
NULL,
hinstance,
NULL)))
{
MessageBox(NULL, "Error Creating Window!", "Error", 0);
return 0;
}
//Show the window
ShowWindow(hwnd, SW_SHOWDEFAULT );
UpdateWindow(hwnd);
//create a timer
CTimer timer(CParams::iFramesPerSecond);
//start the timer
timer.Start();
// Enter the message loop
bool bDone = FALSE;
while(!bDone)
{
while( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) )
{
if( msg.message == WM_QUIT )
{
//Stop loop if it's a quit message
bDone = TRUE;
}
else
{
TranslateMessage( &msg );
DispatchMessage( &msg );
}
}
if (timer.ReadyForNextFrame() || g_pController->FastRender())
{
if(!g_pController->Update())
{
//we have a problem, end app
bDone = TRUE;
}
//this will call WM_PAINT which will render our scene
InvalidateRect(hwnd, NULL, TRUE);
UpdateWindow(hwnd);
}
}//end while
// Clean up everything and exit the app
Cleanup();
UnregisterClass( szWindowClassName, winclass.hInstance );
return 0;
} // end WinMain
2. utils.cpp
#include "utils.h"
#include <math.h>
//--------------------------itos------------------------------------
// converts an integer to a string
//------------------------------------------------------------------
string itos(int arg)
{
ostringstream buffer;
//send the int to the ostringstream
buffer << arg;
//capture the string
return buffer.str();
}
//--------------------------ftos------------------------------------
// converts a float to a string
//------------------------------------------------------------------
string ftos(float arg)
{
ostringstream buffer;
//send the int to the ostringstream
buffer << arg;
//capture the string
return buffer.str();
}
//-------------------------------------Clamp()-----------------------------------------
//
// clamps the first argument between the second two
//
//-------------------------------------------------------------------------------------
void Clamp(double &arg, double min, double max)
{
if (arg < min)
{
arg = min;
}
if (arg > max)
{
arg = max;
}
}
3.[b]C2DMatrix.cpp[/b]
#include "C2DMatrix.h"
/////////////////////////////////////////////////////////////////////
//
//Matrix methods
//
/////////////////////////////////////////////////////////////////////
//create an identity matrix
void C2DMatrix::Identity()
{
m_Matrix._11 = 1.0f; m_Matrix._12 = 0.0f; m_Matrix._13 = 0.0f;
m_Matrix._21 = 0.0f; m_Matrix._22 = 1.0f; m_Matrix._23 = 0.0f;
m_Matrix._31 = 0.0f; m_Matrix._32 = 0.0f; m_Matrix._33 = 1.0f;
}
//create a transformation matrix
void C2DMatrix::Translate(double x, double y)
{
S2DMatrix mat;
mat._11 = 1.0f; mat._12 = 0.0f; mat._13 = 0.0f;
mat._21 = 0.0f; mat._22 = 1.0f; mat._23 = 0.0f;
mat._31 = x; mat._32 = y; mat._33 = 1.0f;
//and multiply
S2DMatrixMultiply(mat);
}
//create a scale matrix
void C2DMatrix::Scale(double xScale, double yScale)
{
S2DMatrix mat;
mat._11 = xScale; mat._12 = 0.0f; mat._13 = 0.0f;
mat._21 = 0.0f; mat._22 = yScale; mat._23 = 0.0f;
mat._31 = 0.0f; mat._32 = 0.0f; mat._33 = 1.0f;
//and multiply
S2DMatrixMultiply(mat);
}
//create a rotation matrix
void C2DMatrix::Rotate(double rot)
{
S2DMatrix mat;
double Sin = sin(rot);
double Cos = cos(rot);
mat._11 = Cos; mat._12 = Sin; mat._13 = 0.0f;
mat._21 = -Sin; mat._22 = Cos; mat._23 = 0.0f;
mat._31 = 0.0f; mat._32 = 0.0f;mat._33 = 1.0f;
//and multiply
S2DMatrixMultiply(mat);
}
//multiply two matrices together
void C2DMatrix::S2DMatrixMultiply(S2DMatrix &mIn)
{
S2DMatrix mat_temp;
//first row
mat_temp._11 = (m_Matrix._11*mIn._11) + (m_Matrix._12*mIn._21) + (m_Matrix._13*mIn._31);
mat_temp._12 = (m_Matrix._11*mIn._12) + (m_Matrix._12*mIn._22) + (m_Matrix._13*mIn._32);
mat_temp._13 = (m_Matrix._11*mIn._13) + (m_Matrix._12*mIn._23) + (m_Matrix._13*mIn._33);
//second
mat_temp._21 = (m_Matrix._21*mIn._11) + (m_Matrix._22*mIn._21) + (m_Matrix._23*mIn._31);
mat_temp._22 = (m_Matrix._21*mIn._12) + (m_Matrix._22*mIn._22) + (m_Matrix._23*mIn._32);
mat_temp._23 = (m_Matrix._21*mIn._13) + (m_Matrix._22*mIn._23) + (m_Matrix._23*mIn._33);
//third
mat_temp._31 = (m_Matrix._31*mIn._11) + (m_Matrix._32*mIn._21) + (m_Matrix._33*mIn._31);
mat_temp._32 = (m_Matrix._31*mIn._12) + (m_Matrix._32*mIn._22) + (m_Matrix._33*mIn._32);
mat_temp._33 = (m_Matrix._31*mIn._13) + (m_Matrix._32*mIn._23) + (m_Matrix._33*mIn._33);
m_Matrix = mat_temp;
}
//applies a 2D transformation matrix to a std::vector of SPoints
void C2DMatrix::TransformSPoints(vector<SPoint> &vPoint)
{
for (int i=0; i<vPoint.size(); ++i)
{
double tempX =(m_Matrix._11*vPoint[i].x) + (m_Matrix._21*vPoint[i].y) + (m_Matrix._31);
double tempY = (m_Matrix._12*vPoint[i].x) + (m_Matrix._22*vPoint[i].y) + (m_Matrix._32);
vPoint[i].x = tempX;
vPoint[i].y = tempY;
}
}
4.CController.cpp
#include "CController.h"
//these hold the geometry of the sweepers and the mines
const int NumSweeperVerts = 16;
const SPoint sweeper[NumSweeperVerts] = {SPoint(-1, -1),
SPoint(-1, 1),
SPoint(-0.5, 1),
SPoint(-0.5, -1),
SPoint(0.5, -1),
SPoint(1, -1),
SPoint(1, 1),
SPoint(0.5, 1),
SPoint(-0.5, -0.5),
SPoint(0.5, -0.5),
SPoint(-0.5, 0.5),
SPoint(-0.25, 0.5),
SPoint(-0.25, 1.75),
SPoint(0.25, 1.75),
SPoint(0.25, 0.5),
SPoint(0.5, 0.5)};
const int NumMineVerts = 4;
const SPoint mine[NumMineVerts] = {SPoint(-1, -1),
SPoint(-1, 1),
SPoint(1, 1),
SPoint(1, -1)};
//---------------------------------------constructor---------------------
//
// initilaize the sweepers, their brains and the GA factory
//
//-----------------------------------------------------------------------
CController::CController(HWND hwndMain): m_NumSweepers(CParams::iNumSweepers),
m_pGA(NULL),
m_bFastRender(false),
m_iTicks(0),
m_NumMines(CParams::iNumMines),
m_hwndMain(hwndMain),
m_iGenerations(0),
cxClient(CParams::WindowWidth),
cyClient(CParams::WindowHeight)
{
//let's create the mine sweepers
for (int i=0; i<m_NumSweepers; ++i)
{
m_vecSweepers.push_back(CMinesweeper());
}
//get the total number of weights used in the sweepers
//NN so we can initialise the GA
m_NumWeightsInNN = m_vecSweepers[0].GetNumberOfWeights();
//initialize the Genetic Algorithm class
m_pGA = new CGenAlg(m_NumSweepers,
CParams::dMutationRate,
CParams::dCrossoverRate,
m_NumWeightsInNN);
//Get the weights from the GA and insert into the sweepers brains
m_vecThePopulation = m_pGA->GetChromos();
for (i=0; i<m_NumSweepers; i++)
m_vecSweepers[i].PutWeights(m_vecThePopulation[i].vecWeights);
//initialize mines in random positions within the application window
for (i=0; i<m_NumMines; ++i)
{
m_vecMines.push_back(SVector2D(RandFloat() * cxClient,
RandFloat() * cyClient));
}
//create a pen for the graph drawing
m_BluePen = CreatePen(PS_SOLID, 1, RGB(0, 0, 255));
m_RedPen = CreatePen(PS_SOLID, 1, RGB(255, 0, 0));
m_GreenPen = CreatePen(PS_SOLID, 1, RGB(0, 150, 0));
m_OldPen
= NULL;
//fill the vertex buffers
for (i=0; i<NumSweeperVerts; ++i)
{
m_SweeperVB.push_back(sweeper[i]);
}
for (i=0; i<NumMineVerts; ++i)
{
m_MineVB.push_back(mine[i]);
}
}
//--------------------------------------destructor-------------------------------------
//
//--------------------------------------------------------------------------------------
CController::~CController()
{
if(m_pGA)
{
delete m_pGA;
}
DeleteObject(m_BluePen);
DeleteObject(m_RedPen);
DeleteObject(m_GreenPen);
DeleteObject(m_OldPen);
}
//---------------------WorldTransform--------------------------------
//
// sets up the translation matrices for the mines and applies the
// world transform to each vertex in the vertex buffer passed to this
// method.
//-------------------------------------------------------------------
void CController::WorldTransform(vector<SPoint> &VBuffer, SVector2D vPos)
{
//create the world transformation matrix
C2DMatrix matTransform;
//scale
matTransform.Scale(CParams::dMineScale, CParams::dMineScale);
//translate
matTransform.Translate(vPos.x, vPos.y);
//transform the ships vertices
matTransform.TransformSPoints(VBuffer);
}
//-------------------------------------Update-----------------------------
//
// This is the main workhorse. The entire simulation is controlled from here.
//
// The comments should explain what is going on adequately.
//-------------------------------------------------------------------------
bool CController::Update()
{
//run the sweepers through CParams::iNumTicks amount of cycles. During
//this loop each sweepers NN is constantly updated with the appropriate
//information from its surroundings. The output from the NN is obtained
//and the sweeper is moved. If it encounters a mine its fitness is
//updated appropriately,
if (m_iTicks++ < CParams::iNumTicks)
{
for (int i=0; i<m_NumSweepers; ++i)
{
//update the NN and position
if (!m_vecSweepers[i].Update(m_vecMines))
{
//error in processing the neural net
MessageBox(m_hwndMain, "Wrong amount of NN inputs!", "Error", MB_OK);
return false;
}
//see if it's found a mine
int GrabHit = m_vecSweepers[i].CheckForMine(m_vecMines,
CParams::dMineScale);
if (GrabHit >= 0)
{
//we have discovered a mine so increase fitness
m_vecSweepers[i].IncrementFitness();
//mine found so replace the mine with another at a random
//position
m_vecMines[GrabHit] = SVector2D(RandFloat() * cxClient,
RandFloat() * cyClient);
}
//update the chromos fitness score
m_vecThePopulation[i].dFitness = m_vecSweepers[i].Fitness();
}
}
//Another generation has been completed.
//Time to run the GA and update the sweepers with their new NNs
else
{
//update the stats to be used in our stat window
m_vecAvFitness.push_back(m_pGA->AverageFitness());
m_vecBestFitness.push_back(m_pGA->BestFitness());
//increment the generation counter
++m_iGenerations;
//reset cycles
m_iTicks = 0;
//run the GA to create a new population
m_vecThePopulation = m_pGA->Epoch(m_vecThePopulation);
//insert the new (hopefully)improved brains back into the sweepers
//and reset their positions etc
for (int i=0; i<m_NumSweepers; ++i)
{
m_vecSweepers[i].PutWeights(m_vecThePopulation[i].vecWeights);
m_vecSweepers[i].Reset();
}
}
return true;
}
//------------------------------------Render()--------------------------------------
//
//----------------------------------------------------------------------------------
void CController::Render(HDC surface)
{
//render the stats
string s = "Generation: " + itos(m_iGenerations);
TextOut(surface, 5, 0, s.c_str(), s.size());
//do not render if running at accelerated speed
if (!m_bFastRender)
{
//keep a record of the old pen
m_OldPen = (HPEN)SelectObject(surface, m_GreenPen);
//render the mines
for (int i=0; i<m_NumMines; ++i)
{
//grab the vertices for the mine shape
vector<SPoint> mineVB = m_MineVB;
WorldTransform(mineVB, m_vecMines[i]);
//draw the mines
MoveToEx(surface, (int)mineVB[0].x, (int)mineVB[0].y, NULL);
for (int vert=1; vert<mineVB.size(); ++vert)
{
LineTo(surface, (int)mineVB[vert].x, (int)mineVB[vert].y);
}
LineTo(surface, (int)mineVB[0].x, (int)mineVB[0].y);
}
//we want the fittest displayed in red
SelectObject(surface, m_RedPen);
//render the sweepers
for (i=0; i<m_NumSweepers; i++)
{
if (i == CParams::iNumElite)
{
SelectObject(surface, m_OldPen);
}
//grab the sweeper vertices
vector<SPoint> sweeperVB = m_SweeperVB;
//transform the vertex buffer
m_vecSweepers[i].WorldTransform(sweeperVB);
//draw the sweeper left track
MoveToEx(surface, (int)sweeperVB[0].x, (int)sweeperVB[0].y, NULL);
for (int vert=1; vert<4; ++vert)
{
LineTo(surface, (int)sweeperVB[vert].x, (int)sweeperVB[vert].y);
}
LineTo(surface, (int)sweeperVB[0].x, (int)sweeperVB[0].y);
//draw the sweeper right track
MoveToEx(surface, (int)sweeperVB[4].x, (int)sweeperVB[4].y, NULL);
for (vert=5; vert<8; ++vert)
{
LineTo(surface, (int)sweeperVB[vert].x, (int)sweeperVB[vert].y);
}
LineTo(surface, (int)sweeperVB[4].x, (int)sweeperVB[4].y);
MoveToEx(surface, (int)sweeperVB[8].x, (int)sweeperVB[8].y, NULL);
LineTo(surface, (int)sweeperVB[9].x, (int)sweeperVB[9].y);
MoveToEx(surface, (int)sweeperVB[10].x, (int)sweeperVB[10].y, NULL);
for (vert=11; vert<16; ++vert)
{
LineTo(surface, (int)sweeperVB[vert].x, (int)sweeperVB[vert].y);
}
}
//put the old pen back
SelectObject(surface, m_OldPen);
}//end if
else
{
PlotStats(surface);
}
}
//--------------------------PlotStats-------------------------------------
//
// Given a surface to draw on this function displays stats and a crude
// graph showing best and average fitness
//------------------------------------------------------------------------
void CController::PlotStats(HDC surface)
{
string s = "Best Fitness: " + ftos(m_pGA->BestFitness());
TextOut(surface, 5, 20, s.c_str(), s.size());
s = "Average Fitness: " + ftos(m_pGA->AverageFitness());
TextOut(surface, 5, 40, s.c_str(), s.size());
//render the graph
float HSlice = (float)cxClient/(m_iGenerations+1);
float VSlice = (float)cyClient/((m_pGA->BestFitness()+1)*2);
//plot the graph for the best fitness
float x = 0;
m_OldPen = (HPEN)SelectObject(surface, m_RedPen);
MoveToEx(surface, 0, cyClient, NULL);
for (int i=0; i<m_vecBestFitness.size(); ++i)
{
LineTo(surface, x, cyClient - VSlice*m_vecBestFitness[i]);
x += HSlice;
}
//plot the graph for the average fitness
x = 0;
SelectObject(surface, m_BluePen);
MoveToEx(surface, 0, cyClient, NULL);
for (i=0; i<m_vecAvFitness.size(); ++i)
{
LineTo(surface, (int)x, (int)(cyClient - VSlice*m_vecAvFitness[i]));
x += HSlice;
}
//replace the old pen
SelectObject(surface, m_OldPen);
}
5.CGenAlg.cpp
#include "CGenAlg.h"
//-----------------------------------constructor-------------------------
//
// sets up the population with random floats
//
//-----------------------------------------------------------------------
CGenAlg::CGenAlg(int popsize,
double MutRat,
double CrossRat,
int numweights) :m_iPopSize(popsize),
m_dMutationRate(MutRat),
m_dCrossoverRate(CrossRat),
m_iChromoLength(numweights),
m_dTotalFitness(0),
m_cGeneration(0),
m_iFittestGenome(0),
m_dBestFitness(0),
m_dWorstFitness(99999999),
m_dAverageFitness(0)
{
//initialise population with chromosomes consisting of random
//weights and all fitnesses set to zero
for (int i=0; i<m_iPopSize; ++i)
{
m_vecPop.push_back(SGenome());
for (int j=0; j<m_iChromoLength; ++j)
{
m_vecPop[i].vecWeights.push_back(RandomClamped());
}
}
}
//---------------------------------Mutate--------------------------------
//
// mutates a chromosome by perturbing its weights by an amount not
// greater than CParams::dMaxPerturbation
//-----------------------------------------------------------------------
void CGenAlg::Mutate(vector<double> &chromo)
{
//traverse the chromosome and mutate each weight dependent
//on the mutation rate
for (int i=0; i<chromo.size(); ++i)
{
//do we perturb this weight?
if (RandFloat() < m_dMutationRate)
{
//add or subtract a small value to the weight
chromo[i] += (RandomClamped() * CParams::dMaxPerturbation);
}
}
}
//----------------------------------GetChromoRoulette()------------------
//
// returns a chromo based on roulette wheel sampling
//
//-----------------------------------------------------------------------
SGenome CGenAlg::GetChromoRoulette()
{
//generate a random number between 0 & total fitness count
double Slice = (double)(RandFloat() * m_dTotalFitness);
//this will be set to the chosen chromosome
SGenome TheChosenOne;
//go through the chromosones adding up the fitness so far
double FitnessSoFar = 0;
for (int i=0; i<m_iPopSize; ++i)
{
FitnessSoFar += m_vecPop[i].dFitness;
//if the fitness so far > random number return the chromo at
//this point
if (FitnessSoFar >= Slice)
{
TheChosenOne = m_vecPop[i];
break;
}
}
return TheChosenOne;
}
//-------------------------------------Crossover()-----------------------
//
// given parents and storage for the offspring this method performs
// crossover according to the GAs crossover rate
//-----------------------------------------------------------------------
void CGenAlg::Crossover(const vector<double> &mum,
const vector<double> &dad,
vector<double> &baby1,
vector<double> &baby2)
{
//just return parents as offspring dependent on the rate
//or if parents are the same
if ( (RandFloat() > m_dCrossoverRate) || (mum == dad))
{
baby1 = mum;
baby2 = dad;
return;
}
//determine a crossover point
int cp = RandInt(0, m_iChromoLength - 1);
//create the offspring
for (int i=0; i<cp; ++i)
{
baby1.push_back(mum[i]);
baby2.push_back(dad[i]);
}
for (i=cp; i<mum.size(); ++i)
{
baby1.push_back(dad[i]);
baby2.push_back(mum[i]);
}
return;
}
//-----------------------------------Epoch()-----------------------------
//
// takes a population of chromosones and runs the algorithm through one
// cycle.
// Returns a new population of chromosones.
//
//-----------------------------------------------------------------------
vector<SGenome> CGenAlg::Epoch(vector<SGenome> &old_pop)
{
//assign the given population to the classes population
m_vecPop = old_pop;
//reset the appropriate variables
Reset();
//sort the population (for scaling and elitism)
sort(m_vecPop.begin(), m_vecPop.end());
//calculate best, worst, average and total fitness
CalculateBestWorstAvTot();
//create a temporary vector to store new chromosones
vector <SGenome> vecNewPop;
//Now to add a little elitism we shall add in some copies of the
//fittest genomes. Make sure we add an EVEN number or the roulette
//wheel sampling will crash
if (!(CParams::iNumCopiesElite * CParams::iNumElite % 2))
{
GrabNBest(CParams::iNumElite, CParams::iNumCopiesElite, vecNewPop);
}
//now we enter the GA loop
//repeat until a new population is generated
while (vecNewPop.size() < m_iPopSize)
{
//grab two chromosones
SGenome mum = GetChromoRoulette();
SGenome dad = GetChromoRoulette();
//create some offspring via crossover
vector<double>baby1, baby2;
Crossover(mum.vecWeights, dad.vecWeights, baby1, baby2);
//now we mutate
Mutate(baby1);
Mutate(baby2);
//now copy into vecNewPop population
vecNewPop.push_back(SGenome(baby1, 0));
vecNewPop.push_back(SGenome(baby2, 0));
}
//finished so assign new pop back into m_vecPop
m_vecPop = vecNewPop;
return m_vecPop;
}
//-----------------------------FitnessScaleRank----------------------
//
// This type of fitness scaling sorts the population into ascending
// order of fitness and then simply assigns a fitness score based
// on its position in the ladder. (so if a genome ends up last it
// gets score of zero, if best then it gets a score equal to the size
// of the population. You can also assign a multiplier which will
// increase the 'seperation' of genomes on the ladder and allow the
// population to converge much quicker
//---------------------------------------------------------------------
void CGenAlg::FitnessScaleRank()
{
const int FitnessMultiplier = 1;
//assign fitness according to the genome's position on
//this new fitness 'ladder'
for (int i=0; i<m_iPopSize; i++)
{
m_vecPop[i].dFitness = i * FitnessMultiplier;
}
//recalculate values used in selection
CalculateBestWorstAvTot();
}
//-------------------------GrabNBest----------------------------------
//
// This works like an advanced form of elitism by inserting NumCopies
// copies of the NBest most fittest genomes into a population vector
//--------------------------------------------------------------------
void CGenAlg::GrabNBest(int NBest,
const int NumCopies,
vector<SGenome> &Pop)
{
//add the required amount of copies of the n most fittest
//to the supplied vector
while(NBest--)
{
for (int i=0; i<NumCopies; ++i)
{
Pop.push_back(m_vecPop[(m_iPopSize - 1) - NBest]);
}
}
}
//-----------------------CalculateBestWorstAvTot-----------------------
//
// calculates the fittest and weakest genome and the average/total
// fitness scores
//---------------------------------------------------------------------
void CGenAlg::CalculateBestWorstAvTot()
{
m_dTotalFitness = 0;
double HighestSoFar = 0;
double LowestSoFar = 9999999;
for (int i=0; i<m_iPopSize; ++i)
{
//update fittest if necessary
if (m_vecPop[i].dFitness > HighestSoFar)
{
HighestSoFar
= m_vecPop[i].dFitness;
m_iFittestGenome = i;
m_dBestFitness= HighestSoFar;
}
//update worst if necessary
if (m_vecPop[i].dFitness < LowestSoFar)
{
LowestSoFar = m_vecPop[i].dFitness;
m_dWorstFitness = LowestSoFar;
}
m_dTotalFitness+= m_vecPop[i].dFitness;
}//next chromo
m_dAverageFitness = m_dTotalFitness / m_iPopSize;
}
//-------------------------Reset()------------------------------
//
// resets all the relevant variables ready for a new generation
//--------------------------------------------------------------
void CGenAlg::Reset()
{
m_dTotalFitness= 0;
m_dBestFitness= 0;
m_dWorstFitness= 9999999;
m_dAverageFitness= 0;
}
6. CMinesweeper.cpp
AC#include "CMinesweeper.h"
//-----------------------------------constructor-------------------------
//
//-----------------------------------------------------------------------
CMinesweeper::CMinesweeper():
m_dRotation(RandFloat()*CParams::dTwoPi),
m_lTrack(0.16),
m_rTrack(0.16),
m_dFitness(0),
m_dScale(CParams::iSweeperScale),
m_iClosestMine(0)
{
//create a random start position
m_vPosition = SVector2D((RandFloat() * CParams::WindowWidth),
(RandFloat() * CParams::WindowHeight));
}
//-------------------------------------------Reset()--------------------
//
// Resets the sweepers position, fitness and rotation
//
//----------------------------------------------------------------------
void CMinesweeper::Reset()
{
//reset the sweepers positions
m_vPosition = SVector2D((RandFloat() * CParams::WindowWidth),
(RandFloat() * CParams::WindowHeight));
//and the fitness
m_dFitness = 0;
//and the rotation
m_dRotation = RandFloat()*CParams::dTwoPi;
return;
}
//---------------------WorldTransform--------------------------------
//
// sets up a translation matrix for the sweeper according to its
// scale, rotation and position. Returns the transformed vertices.
//-------------------------------------------------------------------
void CMinesweeper::WorldTransform(vector<SPoint> &sweeper)
{
//create the world transformation matrix
C2DMatrix matTransform;
//scale
matTransform.Scale(m_dScale, m_dScale);
//rotate
matTransform.Rotate(m_dRotation);
//and translate
matTransform.Translate(m_vPosition.x, m_vPosition.y);
//now transform the ships vertices
matTransform.TransformSPoints(sweeper);
}
//-------------------------------Update()--------------------------------
//
// First we take sensor readings and feed these into the sweepers brain.
//
// The inputs are:
//
// A vector to the closest mine (x, y)
// The sweepers 'look at' vector (x, y)
//
// We receive two outputs from the brain.. lTrack & rTrack.
// So given a force for each track we calculate the resultant rotation
// and acceleration and apply to current velocity vector.
//
//-----------------------------------------------------------------------
bool CMinesweeper::Update(vector<SVector2D> &mines)
{
//this will store all the inputs for the NN
vector<double> inputs;
//get vector to closest mine
SVector2D vClosestMine = GetClosestMine(mines);
//normalise it
Vec2DNormalize(vClosestMine);
//add in vector to closest mine
inputs.push_back(vClosestMine.x);
inputs.push_back(vClosestMine.y);
//add in sweepers look at vector
inputs.push_back(m_vLookAt.x);
inputs.push_back(m_vLookAt.y);
//update the brain and get feedback
vector<double> output = m_ItsBrain.Update(inputs);
//make sure there were no errors in calculating the
//output
if (output.size() < CParams::iNumOutputs)
{
return false;
}
//assign the outputs to the sweepers left & right tracks
m_lTrack = output[0];
m_rTrack = output[1];
//calculate steering forces
double RotForce = m_lTrack - m_rTrack;
//clamp rotation
Clamp(RotForce, -CParams::dMaxTurnRate, CParams::dMaxTurnRate);
m_dRotation += RotForce;
m_dSpeed = (m_lTrack + m_rTrack);
//update Look At
m_vLookAt.x = -sin(m_dRotation);
m_vLookAt.y = cos(m_dRotation);
//update position
m_vPosition += (m_vLookAt * m_dSpeed);
//wrap around window limits
if (m_vPosition.x > CParams::WindowWidth) m_vPosition.x = 0;
if (m_vPosition.x < 0) m_vPosition.x = CParams::WindowWidth;
if (m_vPosition.y > CParams::WindowHeight) m_vPosition.y = 0;
if (m_vPosition.y < 0) m_vPosition.y = CParams::WindowHeight;
return true;
}
//----------------------GetClosestObject()---------------------------------
//
// returns the vector from the sweeper to the closest mine
//
//-----------------------------------------------------------------------
SVector2D CMinesweeper::GetClosestMine(vector<SVector2D> &mines)
{
double
closest_so_far = 99999;
SVector2D
vClosestObject(0, 0);
//cycle through mines to find closest
for (int i=0; i<mines.size(); i++)
{
double len_to_object = Vec2DLength(mines[i] - m_vPosition);
if (len_to_object < closest_so_far)
{
closest_so_far= len_to_object;
vClosestObject= m_vPosition - mines[i];
m_iClosestMine = i;
}
}
return vClosestObject;
}
//----------------------------- CheckForMine -----------------------------
//
// this function checks for collision with its closest mine (calculated
// earlier and stored in m_iClosestMine)
//-----------------------------------------------------------------------
int CMinesweeper::CheckForMine(vector<SVector2D> &mines, double size)
{
SVector2D DistToObject = m_vPosition - mines[m_iClosestMine];
if (Vec2DLength(DistToObject) < (size + 5))
{
return m_iClosestMine;
}
return -1;
}
7. CNeuralNet.cpp
#include "CNeuralNet.h"
//*************************** methods for Neuron **********************
//
//---------------------------------------------------------------------
SNeuron::SNeuron(int NumInputs): m_NumInputs(NumInputs+1)
{
//we need an additional weight for the bias hence the +1
for (int i=0; i<NumInputs+1; ++i)
{
//set up the weights with an initial random value
m_vecWeight.push_back(RandomClamped());
}
}
//************************ methods for NeuronLayer **********************
//-----------------------------------------------------------------------
// ctor creates a layer of neurons of the required size by calling the
// SNeuron ctor the rqd number of times
//-----------------------------------------------------------------------
SNeuronLayer::SNeuronLayer(int NumNeurons,
int NumInputsPerNeuron):m_NumNeurons(NumNeurons)
{
for (int i=0; i<NumNeurons; ++i)
m_vecNeurons.push_back(SNeuron(NumInputsPerNeuron));
}
//************************ methods forCNeuralNet ************************
//------------------------------default ctor ----------------------------
//
// creates a ANN based on the default values in params.ini
//-----------------------------------------------------------------------
CNeuralNet::CNeuralNet()
{
m_NumInputs
= CParams::iNumInputs;
m_NumOutputs
= CParams::iNumOutputs;
m_NumHiddenLayers =CParams::iNumHidden;
m_NeuronsPerHiddenLyr =CParams::iNeuronsPerHiddenLayer;
CreateNet();
}
//------------------------------createNet()------------------------------
//
// this method builds the ANN. The weights are all initially set to
// random values -1 < w < 1
//------------------------------------------------------------------------
void CNeuralNet::CreateNet()
{
//create the layers of the network
if (m_NumHiddenLayers > 0)
{
//create first hidden layer
m_vecLayers.push_back(SNeuronLayer(m_NeuronsPerHiddenLyr, m_NumInputs));
for (int i=0; i<m_NumHiddenLayers-1; ++i)
{
m_vecLayers.push_back(SNeuronLayer(m_NeuronsPerHiddenLyr,
m_NeuronsPerHiddenLyr));
}
//create output layer
m_vecLayers.push_back(SNeuronLayer(m_NumOutputs, m_NeuronsPerHiddenLyr));
}
else
{
//create output layer
m_vecLayers.push_back(SNeuronLayer(m_NumOutputs, m_NumInputs));
}
}
//---------------------------------GetWeights-----------------------------
//
// returns a vector containing the weights
//
//------------------------------------------------------------------------
vector<double> CNeuralNet::GetWeights() const
{
//this will hold the weights
vector<double> weights;
//for each layer
for (int i=0; i<m_NumHiddenLayers + 1; ++i)
{
//for each neuron
for (int j=0; j<m_vecLayers[i].m_NumNeurons; ++j)
{
//for each weight
for (int k=0; k<m_vecLayers[i].m_vecNeurons[j].m_NumInputs; ++k)
{
weights.push_back(m_vecLayers[i].m_vecNeurons[j].m_vecWeight[k]);
}
}
}
return weights;
}
//-----------------------------------PutWeights---------------------------
//
// given a vector of doubles this function replaces the weights in the NN
// with the new values
//
//------------------------------------------------------------------------
void CNeuralNet::PutWeights(vector<double> &weights)
{
int cWeight = 0;
//for each layer
for (int i=0; i<m_NumHiddenLayers + 1; ++i)
{
//for each neuron
for (int j=0; j<m_vecLayers[i].m_NumNeurons; ++j)
{
//for each weight
for (int k=0; k<m_vecLayers[i].m_vecNeurons[j].m_NumInputs; ++k)
{
m_vecLayers[i].m_vecNeurons[j].m_vecWeight[k] = weights[cWeight++];
}
}
}
return;
}
//---------------------------------GetNumberOfWeights---------------------
//
// returns the total number of weights needed for the net
//
//------------------------------------------------------------------------
int CNeuralNet::GetNumberOfWeights() const
{
int weights = 0;
//for each layer
for (int i=0; i<m_NumHiddenLayers + 1; ++i)
{
//for each neuron
for (int j=0; j<m_vecLayers[i].m_NumNeurons; ++j)
{
//for each weight
for (int k=0; k<m_vecLayers[i].m_vecNeurons[j].m_NumInputs; ++k)
weights++;
}
}
return weights;
}
//-------------------------------Update-----------------------------------
//
// given an input vector this function calculates the output vector
//
//------------------------------------------------------------------------
vector<double> CNeuralNet::Update(vector<double> &inputs)
{
//stores the resultant outputs from each layer
vector<double> outputs;
int cWeight = 0;
//first check that we have the correct amount of inputs
if (inputs.size() != m_NumInputs)
{
//just return an empty vector if incorrect.
return outputs;
}
//For each layer....
for (int i=0; i<m_NumHiddenLayers + 1; ++i)
{
if ( i > 0 )
{
inputs = outputs;
}
outputs.clear();
cWeight = 0;
//for each neuron sum the (inputs * corresponding weights).Throw
//the total at our sigmoid function to get the output.
for (int j=0; j<m_vecLayers[i].m_NumNeurons; ++j)
{
double netinput = 0;
int NumInputs = m_vecLayers[i].m_vecNeurons[j].m_NumInputs;
//for each weight
for (int k=0; k<NumInputs - 1; ++k)
{
//sum the weights x inputs
netinput += m_vecLayers[i].m_vecNeurons[j].m_vecWeight[k] *
inputs[cWeight++];
}
//add in the bias
netinput += m_vecLayers[i].m_vecNeurons[j].m_vecWeight[NumInputs-1] *
CParams::dBias;
//we can store the outputs from each layer as we generate them.
//The combined activation is first filtered through the sigmoid
//function
outputs.push_back(Sigmoid(netinput,
CParams::dActivationResponse));
cWeight = 0;
}
}
return outputs;
}
//-------------------------------Sigmoid function-------------------------
//
//------------------------------------------------------------------------
double CNeuralNet::Sigmoid(double netinput, double response)
{
return ( 1 / ( 1 + exp(-netinput / response)));
}
8.[b]CParams.cpp[/b]
#include "CParams.h"
//because we will always be loading in the settings from an ini file
//we can just initialize everything to zero
double CParams::dPi = 3.14159265358979;
double CParams::dHalfPi = dPi / 2;
double CParams::dTwoPi = dPi * 2;
int CParams::WindowWidth = 400;
int CParams::WindowHeight = 400;
int CParams::iFramesPerSecond = 0;
int CParams::iNumInputs = 0;
int CParams::iNumHidden = 0;
int CParams::iNeuronsPerHiddenLayer = 0;
int CParams::iNumOutputs = 0;
double CParams::dActivationResponse = 0;
double CParams::dBias = 0;
double CParams::dMaxTurnRate = 0;
double CParams::dMaxSpeed = 0;
int CParams::iSweeperScale = 0;
int CParams::iNumSweepers = 0;
int CParams::iNumMines = 0;
int CParams::iNumTicks = 0;
double CParams::dMineScale = 0;
double CParams::dCrossoverRate = 0;
double CParams::dMutationRate = 0;
double CParams::dMaxPerturbation = 0;
int CParams::iNumElite = 0;
int CParams::iNumCopiesElite = 0;
//this function loads in the parameters from a given file name. Returns
//false if there is a problem opening the file.
bool CParams::LoadInParameters(char* szFileName)
{
ifstream grab(szFileName);
//check file exists
if (!grab)
{
return false;
}
//load in from the file
char ParamDescription[40];
grab >> ParamDescription;
grab >> iFramesPerSecond;
grab >> ParamDescription;
grab >> iNumInputs;
grab >> ParamDescription;
grab >> iNumHidden;
grab >> ParamDescription;
grab >> iNeuronsPerHiddenLayer;
grab >> ParamDescription;
grab >> iNumOutputs;
grab >> ParamDescription;
grab >> dActivationResponse;
grab >> ParamDescription;
grab >> dBias;
grab >> ParamDescription;
grab >> dMaxTurnRate;
grab >> ParamDescription;
grab >> dMaxSpeed;
grab >> ParamDescription;
grab >> iSweeperScale;
grab >> ParamDescription;
grab >> iNumMines;
grab >> ParamDescription;
grab >> iNumSweepers;
grab >> ParamDescription;
grab >> iNumTicks;
grab >> ParamDescription;
grab >> dMineScale;
grab >> ParamDescription;
grab >> dCrossoverRate;
grab >> ParamDescription;
grab >> dMutationRate;
grab >> ParamDescription;
grab >> dMaxPerturbation;
grab >> ParamDescription;
grab >> iNumElite;
grab >> ParamDescription;
grab >> iNumCopiesElite;
return true;
}
9.[b]CTimer.cpp[/b]
#include "CTimer.h"
//---------------------- default constructor ------------------------------
//
//-------------------------------------------------------------------------
CTimer::CTimer(): m_FPS(0),
m_TimeElapsed(0.0f),
m_FrameTime(0),
m_LastTime(0),
m_PerfCountFreq(0)
{
//how many ticks per sec do we get
QueryPerformanceFrequency( (LARGE_INTEGER*) &m_PerfCountFreq);
m_TimeScale = 1.0f/m_PerfCountFreq;
}
//---------------------- constructor -------------------------------------
//
//use
to specify FPS
//
//-------------------------------------------------------------------------
CTimer::CTimer(float fps): m_FPS(fps),
m_TimeElapsed(0.0f),
m_LastTime(0),
m_PerfCountFreq(0)
{
//how many ticks per sec do we get
QueryPerformanceFrequency( (LARGE_INTEGER*) &m_PerfCountFreq);
m_TimeScale = 1.0f/m_PerfCountFreq;
//calculate ticks per frame
m_FrameTime = (LONGLONG)(m_PerfCountFreq / m_FPS);
}
//------------------------Start()-----------------------------------------
//
//call
this immediately prior to game loop. Starts the timer (obviously!)
//
//--------------------------------------------------------------------------
void CTimer::Start()
{
//get the time
QueryPerformanceCounter( (LARGE_INTEGER*) &m_LastTime);
//update time to render next frame
m_NextTime = m_LastTime + m_FrameTime;
return;
}
//-------------------------ReadyForNextFrame()-------------------------------
//
//returns
true if it is time to move on to the next frame step. To be used if
//FPS
is set.
//
//----------------------------------------------------------------------------
bool CTimer::ReadyForNextFrame()
{
if (!m_FPS)
{
MessageBox(NULL, "No FPS set in timer", "Doh!", 0);
return false;
}
QueryPerformanceCounter( (LARGE_INTEGER*) &m_CurrentTime);
if (m_CurrentTime > m_NextTime)
{
m_TimeElapsed=
(m_CurrentTime - m_LastTime) * m_TimeScale;
m_LastTime=
m_CurrentTime;
//update time to render next frame
m_NextTime = m_CurrentTime + m_FrameTime;
return true;
}
return false;
}
//--------------------------- TimeElapsed --------------------------------
//
//returns
time elapsed since last call to this function. Use in main
//when
calculations are to be based on dt.
//
//-------------------------------------------------------------------------
double CTimer::TimeElapsed()
{
QueryPerformanceCounter( (LARGE_INTEGER*) &m_CurrentTime);
m_TimeElapsed=
(m_CurrentTime - m_LastTime) * m_TimeScale;
m_LastTime=
m_CurrentTime;
return m_TimeElapsed;
}
【完】